Recently, my colleague grandfather eighty-year-old longevity, he sent Taiwan Ipad. We all laugh at him too wet, how this high-tech gadgets will accept. Unexpectedly, he said: "Grandpa picked up, play Angry Birds, Tom Cat, listen to songs are properly."
This really is a very strange phenomenon: why ipad regardless of the elderly and children will use the basic operation even rarely need someone else's assistance and instructions!
Is it easy for children to accept electronic products? Or electronic products easy to let children accept?
This not only allows me to think about what kind of design skills, "childless", the elderly, children can be used smoothly. Then, interactive design should not be "elite", but more of a "fool" to pursue a more "instinctive" operation, just as simple as eating and dressing.
How to make design understand as "user's instinct"?
1, understand your users
Think of the user as advocating simple, critical, slow, very busy: less typing less input, less click less click, less thinking less thinking.
The product is to be a good man: to be considerate, warm, generous, safe, easy to understand good communication. Sometimes, in order not to give users unnecessary interference, a lot of pressure and responsibility must be silently carried backstage.
2, fully understand and guide the user's behavior flow
On the one hand to understand the user may click on the process, so that the user every step to the next step arbitrary; the other hand, the product should have a good information architecture, operational guidance to high logic, but better understood.
For the completion of the operation, there needs to be a guide to let users know where they are and what they need.
In addition, to facilitate the user to return, back, back, back to the starting point.
3, easy to understand the expression
Easy to understand expression includes not only visual and text, but also to achieve transparent interaction, cited the basic conclusion of the stinky fish:
Before the operation, the result is predictable. Operation, the operation has feedback. After the operation, the operation can be undone.
Of course, some interoperability mainly depends on the support of more visual elements.
The biggest difference between a GUI designer and a visual designer or a graphic designer is that the designed graphics have some hint of interactive behavior: for example, the button on the Ipad should let the user pull in Dynamic behavior implies.And many pc products directly plagiarism inevitably does not meet the touch screen user directly using the habit of using the hand.About more visual language metaphor can move to the "talk about the icon of the message"
The product description language should also be concise, easy to understand, and friendly. Text is an understanding of the power, when Apple introduced the Macintosh, Jobs requires the user manual is very easy to understand. His team said "We did our best, and the manual only needed English in the third grade of high school." Jobs said: "No, it should be readable at the first year of elementary school." Culture is not necessarily a measure, but the product language must not be Bite text, trick or complicated ornate.
Occasionally, the more surface the user uses the simple product, just the tip of the iceberg, behind the need to conceive more complex logic. Seemingly simple and easy interaction also requires designers to think more carefully and use repeated user testing.
In short, we have to work harder and think more for "instinctive design."
Source: http: //www.zhangyq.com/instinct-design-interaction-design/